Texture is a bitmap (raster image) used in a texture mapping process.

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1answer
1k views

Can I use an animated gif as a texture?

I want to have a plane that shows an animated Gif as it's texture, so essentially it will be a movie. Can I apply an animated Gif as a texture? If so, does it apply like a normal texture? Note: I know ...
16
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6answers
2k views

What happened to procedurally generated textures?

I recall some time ago that procedurally generated textures were becoming a big deal that a lot of people/companies were really interested in with some serious benefits (smaller deployments, ...
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1answer
138 views

Can't work out how matrix is applied to 2D vertices

I have a texture, some 2D vertices, and a matrix. The matrix is used to calculate the texture coordinates for each vertex, but the problem is that the matrix comes with absolutely no documentation and ...
1
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3answers
757 views

iOS - pass UIImage to shader as texture

I am trying to pass UIImage to GLSL shader. The fragment shader is: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform sampler2D inputImageTexture2; void main() { ...
175
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25answers
63k views

Where can I find free sprites and images? [closed]

I need sprites and images, such as characters, landscapes and others. Where can I find them?
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2answers
365 views

Android OpenGL textures sometimes corrupted

Just trying to get some sprites (textured squares) to draw from a texture atlas and 50% of the time after the application is first launched/ reorientated/ brought from sleep these various graphical ...
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votes
2answers
286 views

Can't get simple OpenGL texture working using SDL2 and FreeImage3

I created a simple OpenGL program that display a quad with texture, but it doesn't seem to be working as it only displays a white quad. What could possibly be wrong? I checked everything I could think ...
4
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1answer
1k views

Repeat texture in libgdx

How to fill region with repeated texture? Now I'm using next method: spriteBatch.begin(); final int tWidth = texture.getWidth(); final int tHeight = texture.getHeight(); for (int i = 0; i < ...
2
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1answer
177 views

Is there any reason not to save skinning animation data in texture?

I have thought about saving animation data in texture. I think I can save shader parameter setting and interpolation cost in CPU, and also enable animated instancing. But I couldn't find no text ...
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2answers
298 views

Loss of texture detail in XNA (Banding 16 bit issue)

I'm loading in a background texture for my game, it's not vert detailed, it's just there too add some variance. The problem is that there looks like a large reduction in detail. I've included images ...
21
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9answers
11k views

Texture packing algorithm

What is a good texture packing algorithm? Technically, bin packing is NP-hard, so a heuristic is what I'm really after.
2
votes
2answers
210 views

there is a BLOB standard to store images in memory?

I would like to abstract all the images in memory, to do so i would like to have just 1 format of reference without talking about the usual file formats for the filesystem like JPG, TGA, and so on. I ...
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votes
0answers
581 views

GLSL pack floats into an RGBA texture

I want to compose conventional triangle-based models and particles with a ray-traced scene at a reasonable frame-rate. webGL does not let you write the gl_FragDepth in the fragment shader. You ...
2
votes
4answers
659 views

Most common way to obtain textures for 3D models?

I'm getting into basic 3D modelling and am attempting to texture my model. I'm aware of UV mapping and some similar texturing tools, but I'm not sure how the majority of CG artists obtain their 3D ...
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1answer
545 views

XNA: Instancing Cubes, Each Side Different Texture

I am trying to make thousands of instanced cubes, each with a unique texture on each side. Am I going to have to split each cube into 6 instanced faces, or can I unwrap it in such a way the the ...
2
votes
1answer
216 views

Texturing voxel faces separately

I am creating a 3D level editor which should be used to generate the very basic layout (level geometry) and a few basic game-logic entities of maps used in my game. So far, I decided to use voxels (i ...
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0answers
54 views

unity texture baking limit

I'm baking textures in unity to use for the navmesh but there's a limit of 1024 tiles, is it possible to increase this limit to accomodate the amount I have to bake
2
votes
2answers
337 views

How do I tile a specific region of a sprite?

I have a sprite that I use as a sprite sheet, where regions of the image represent various UI elements (window corner, border, background, etc.). I want to use a certain region of that sprite as a ...
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vote
0answers
149 views

Remove “dots” noise (like from dot-matrix printer)

I have 2D array of floats. Using the floats, I generate image by doing proportional selection of color from between COLOR_MIN, COLOR_MAX – for maximal float value at given (x,y), I choose COLOR_MAX ...
0
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2answers
266 views

How do I use transparent textures in panda3d?

I need to map a partially transparent texture on a flat quad with panda3d. With the quad as a canvas I'd like to create something like sprites positioned in the 3d coordinate system. I wanted to ...
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1answer
265 views

Texture switching with a entity system

I'm using thinking of using an entity system in my game. So far I've been using Artemis with success. However, I have a question about texture switching. I read that switching textures too often is ...
3
votes
3answers
414 views

How can I view an R32G32B32 texture?

I have a texture with R32G32B32 floats. I create this texture in-program on D3D11, using DXGI_FORMAT_R32G32B32_FLOAT. Now I need to see the texture data for debug purposes, but it will not save to ...
2
votes
1answer
593 views

How do you get textures out of a png file

I have 1 png of many different textures. I want to use these textures in my iphone game using cocos2d. I found the program "Zwoptex" where you can combine many textures to one png and create a plist ...
2
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0answers
170 views

Cubic to equirectangular projection algorithm

I have a cube map texture which defines a surrounding, however I need to pass it to a program which only works with latitude/longitude maps. I am really at lost here on how to do the translation. Any ...
0
votes
1answer
147 views

Java - Tile engine changing number in array not changing texture

I draw my map from a txt file. Would I have to write to the text file to notice the changes I made? Right now it changes the number in the array but the tile texture doesn't change. Do I have to do ...
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2answers
1k views

Transparent parts of texture are opaque black instead

I render a sprite twice, one on top of the other. The sprites have transparent parts, so I should be able to see the bottom sprite under the top sprite. The transparent parts are black (the clear ...
2
votes
1answer
133 views

Any significant performance cost to using BlendState.Premultiplied?

Normally I guess you'd use BlendState.AlphaBlend because normally when you load your textures through the pipeline they're already premultiplied. However, if you're loading textures at runtime from ...
3
votes
1answer
1k views

Loading textures with sfml for Open GL

I'm looking at nehe's texturemapping tutorial and it looks a bit overly complicated for just loading a texture. Is there a way to load a texture in SFML and then use it in Open GL? I use SFML for my ...
0
votes
1answer
142 views

How can I achieve UnrealEd's per-face texturing in Blender 2.6?

Using UnrealEd I can create geometry and assign a material to each face of that geometry. Each face can have its own UV settings. How can I achieve the same functionality using Blender? I've seen the ...
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vote
1answer
95 views

Drawing texture does not work anymore with a small amount of triangles

When i draw lines, the vertices are well connected. But when i draw the texture inside the triangles, it only works with i<4 in the for loop, otherwise with i<5 for example, there is a ...
5
votes
3answers
1k views

Applying Textures to Hexagonal Tiles Seamlessly

I'm doing a tactical game (X-Com / Fallout style) for fun. I've decided to use a hexagonal map, but I'm having a graphic problem. My current map display is HUD-like, with only the border of the map ...
0
votes
0answers
165 views

What's a good way to organize samplers for HLSL?

According to MSDN, I can have 4096 samplers per context. That's a lot, considering there's only a handful of common sampler states. That tempts me to initialize an array containing a whole bunch of ...
3
votes
2answers
762 views

One single texture atlas?

When I want to use texture atlasing, should I try to place all of my sprites into one single texture atlas? Or are there times when I should have multiple smaller texture atlases?
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0answers
2k views

GLSL Shader Texture Performance

I currently have a project that renders OpenGL video using a vertex and fragment shader. The shaders work fine as-is, but in trying to add in texturing, I am running into performance issues and can't ...
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2answers
646 views

Updating texture memory via shader?

What the title says.Is it possible to update a texture via a glsl shader ? Something like : //Read vec4 Pixel = texture2D(TextureID,gl_TexCoord[TextureIndex].st); //Write to texture memory ? vec4 ...
0
votes
2answers
1k views

How do I draw a single Triangle with XNA and fill it with a Texture?

I'm trying to wrap my head around: http://msdn.microsoft.com/en-us/library/bb196409.aspx I'm trying to create a method in XNA that renders a single Triangle, then later make a method that takes a ...
3
votes
2answers
286 views

Textures on top of other textures when using VBOs

I'm currently making a cube style game. With chunks being drawn with VBOs. I'd like to know if there is a way to create an overlay texture on top of the existing texture without the need to rebuild ...
0
votes
1answer
1k views

Texture displays on Android emulator but not on device

I have written a simple UI which takes an image (256x256) and maps it to a rectangle. This works perfectly on the emulator however on the phone the texture does not show, I see only a white ...
2
votes
4answers
1k views

Is there a command line ATI texture compression tool?

Is there a command line tool that can convert PNG and JPG files to ATITC compressed textures? I have my own export pipeline that converts all textures to PVRTC, ATITC, and DXT, so I have no use for a ...
3
votes
2answers
120 views

Is it possible to index different vertex attributes with different index buffers?

Let's say I've got a vertex which is part of many triangles. I can just reference those with an index buffer. But is it possible to share it's position but have different texture coords for each ...
0
votes
1answer
551 views

Making a surface transparent from blackness of texture

I am making a "halo" shader in unity using GLSL. And I've come to a roadblock. What I need to do is take a texture, like the following, and make it transparent according to the darkness of it. And I ...
0
votes
2answers
294 views

Do rendered-to-textures need to be bound when being drawn to?

In OpenGL, if I'm rendering to a texture using a framebuffer, do I have to have that texture bound while I'm rendering to it? In code: glBindTexture(...); glTexImage2D(...); glBindFramebuffer(...); ...
1
vote
3answers
166 views

Material usage, one per model or per object?

Is it better (memory, time (of developer), space) to use single model that is unwrapped and uses a single material or to break a model down into appropriate bits, each with their own smaller ...
1
vote
2answers
142 views

How to handle dynamic unit color?

I'm working on a 3D real time tactics wargame and a primary feature is military customisation. As part of the customisation, I would like to have the player be able to change some of the colors of the ...
3
votes
2answers
501 views

How to mix textures in DirectX?

I am new to DirectX development and I am wondering if I am taking the wrong route to achieve the following: I would like to mix three textures which contain transparent areas and some solid areas ...
2
votes
1answer
308 views

Silly question about perspective correct texture mapping

OK, I'll admit, the math on a perspective projection matrix is quite hairy for me, but I get the general gist of it: morph the object so that it looks... perspective-ish. But there is one thing which ...
1
vote
1answer
312 views

XNA - Drawing zoomed 2D sprites

I have a tile based game. Each tile texture is loaded and then I draw each one next to the other, forming a continuous background. I actually followed this tutorial for the xml files. ...
2
votes
1answer
460 views

How to save an arbitrarily large image to a file in XNA?

I have built a level editor for an XNA-based Megaman clone I am working on and one of the features I would like to implement is the ability to save a full-resolution map of the entire level (like this ...
4
votes
2answers
269 views

Is it possible in HLSL to use bitfields?

I have in memory a representation of my 2d GameMap (think of a Scorched Earth like landscape). The map is made up of MapElements, a MapElement is made up of 64 bits defined like struct MapElement { ...
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2answers
480 views

GL11.glTexCoord2f(1.0f, 1.0f); 1.0f screws the image up

I recently started using LWJGL in my java programs for the graphics. I'm currently working on a simple game, which I make, to get better at this kind of programming. I ran into some trouble when ...

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